67 lines
2.7 KiB
C++
67 lines
2.7 KiB
C++
//-------------------------------------------------------------------------------------
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// BCDirectCompute.h
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//
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// Direct3D 11 Compute Shader BC Compressor
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-------------------------------------------------------------------------------------
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#pragma once
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namespace DirectX
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{
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class GPUCompressBC
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{
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public:
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GPUCompressBC();
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HRESULT Initialize( _In_ ID3D11Device* pDevice );
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HRESULT Prepare( _In_ size_t width, _In_ size_t height, _In_ DXGI_FORMAT format, _In_ float alphaWeight = 1.f, _In_ bool skip3subsets = true );
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HRESULT Compress( _In_ const Image& srcImage, _In_ const Image& destImage );
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DXGI_FORMAT GetSourceFormat() const { return m_srcformat; }
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private:
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DXGI_FORMAT m_bcformat;
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DXGI_FORMAT m_srcformat;
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float m_alphaWeight;
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bool m_skip3Subsets;
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size_t m_width;
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size_t m_height;
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Microsoft::WRL::ComPtr<ID3D11Device> m_device;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_context;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_err1;
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Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_err1UAV;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_err1SRV;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_err2;
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Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_err2UAV;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_err2SRV;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_output;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_outputCPU;
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Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_outputUAV;
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Microsoft::WRL::ComPtr<ID3D11Buffer> m_constBuffer;
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// Compute shader library
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_tryModeG10CS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_tryModeLE10CS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_encodeBlockCS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode456CS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode137CS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode02CS;
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Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_encodeBlockCS;
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};
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}; // namespace
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